Per Eye View Position
SaphiGoat
Currently, we can only can set the center of the View Position. The alignment of the Eyes is not guaranteed. If non-human proportions are used.
A per eye placement could be helpful to create more immersive avatars.
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Fax
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Fax
needs more information
Hi SaphiGoat! Thank you for your feature request.
You're right, the player's real eye position can sometimes deviate from the avatar's eye position. However, that's often because VRChat needs to match your real-world scale to your avatar's world scale. Allowing creators to offset the viewpoint may cause issues when VRChat animates avatars.
Do you have suggestions on how you think avatars should behave when changing the view position per eye? It would help us understand your request.
SaphiGoat
Hello Fax
I ran into this issue while trying to make a more immersive experience for my avatars.
Like using the head chop script on the head bone.
While doing so, I discovered that (despite having the Tracking set to the head position), the viewport is not at the same location as set in the editor. Therefore, it is not possible to really reliable place my head in 3D Space (taking a group photo, for example). Or seeing the nose as the Character would see it.
Therefore, I suggest to place the Viewport per eye, on the pupils of the character and ensure an immersive experience.
This would also work as the Character gets scalled, because the eye positions would also scale with the character.
To avoid unwanted movements, the "Lock Head" position should always ensure that the View position (Unity editor) always lines up with the true viewport.
As an alternative, there could be a 3rd option, like "Lock Viewport" that works kind of like "Lock Head" but glues the Viewport position.Viewport" that works kinda like "Lock Head" but glues the Viewport postion.
Fax
SaphiGoat: Thank you for adding additional detail! I've reopened your request.
I'm not sure whether your request is technically feasible because different users have different IDPs.
SaphiGoat
Fax This is true.
I think the IDP does not influence this. The game already sets the eye distance (perceived scale).
Fax
SaphiGoat Ah, then perhaps I misunderstood. A had assumed that you're asking for the ability to force the avatar's eye position to match the player's eye position, which would determine the player's world scale.